TY - GEN
T1 - Connecting the real-world and the virtual world through dynamic environment rendering
AU - Lesniak, Kevin
AU - Tucker, Conrad S.
N1 - Publisher Copyright:
© 2017 ASME.
PY - 2017
Y1 - 2017
N2 - Immersive Virtual Reality (VR) systems such as the Oculus Rift or HTC Vive provide a sense of "presence" that is not available in traditional voice or video based communication methods. Without the sense of "presence" in the environment, a designer's interpretation of the environment or design in question may be ill informed or skewed, based on the communication medium. The authors of this paper present a method to dynamically recreate a real-world environment in a virtual environment and provide an interface for physicallypresent individuals and geographically dispersed team members to collaborate. The method allows multiple remote users to naturally and immersively view a realistic representation of a dynamic real-world location in real time. This process incorporates consumer RGB-D sensors and VR systems into a distributed, multi-user virtual environment that has the ability to render large visual data in real-Time. A case study using commodity RGB-D sensors, computing hardware, and standard TCP internet connections is presented to demonstrate the viability of the proposed method.
AB - Immersive Virtual Reality (VR) systems such as the Oculus Rift or HTC Vive provide a sense of "presence" that is not available in traditional voice or video based communication methods. Without the sense of "presence" in the environment, a designer's interpretation of the environment or design in question may be ill informed or skewed, based on the communication medium. The authors of this paper present a method to dynamically recreate a real-world environment in a virtual environment and provide an interface for physicallypresent individuals and geographically dispersed team members to collaborate. The method allows multiple remote users to naturally and immersively view a realistic representation of a dynamic real-world location in real time. This process incorporates consumer RGB-D sensors and VR systems into a distributed, multi-user virtual environment that has the ability to render large visual data in real-Time. A case study using commodity RGB-D sensors, computing hardware, and standard TCP internet connections is presented to demonstrate the viability of the proposed method.
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U2 - 10.1115/DETC2017-67738
DO - 10.1115/DETC2017-67738
M3 - Conference contribution
AN - SCOPUS:85034786316
T3 - Proceedings of the ASME Design Engineering Technical Conference
BT - 37th Computers and Information in Engineering Conference
PB - American Society of Mechanical Engineers (ASME)
T2 - ASME 2017 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference, IDETC/CIE 2017
Y2 - 6 August 2017 through 9 August 2017
ER -